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Talents
Divinity: Original Sin 2

Talents

Explore the best talents in Divinity: Original Sin 2. Learn about prerequisites, effects, and synergies to optimize your character builds and dominate every encounter.

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Explore the best talents in Divinity: Original Sin 2. Learn about prerequisites, effects, and synergies to optimize your character builds and dominate every encounter.

You start with one Talent Point at 1st level and gain an additional point at 3rd level and every five subsequent levels (8, 13, 18, etc.).

All Skilled Up
Prerequisites: Level 2
Grants +1 Combat Ability point and +1 Civil Ability point.

Ambidextrous
Reduces the cost of using grenades and scrolls by 1 AP when your offhand is free.

Arrow Recovery
Grants a 33% chance to recover a special arrow after firing it.

Bigger and Better
Prerequisites: Level 2
Grants +2 Attribute points.

Comeback Kid
Once per combat, if an enemy lands a fatal blow, you will come back to life with 20% health. If you die and are resurrected, the Comeback Kid talent can be used again.

Demon
Prerequisites: Pyrokinetic 1
Grants +15% Fire resistance and +10% maximum Fire resistance. Water resistance is reduced by -15%. Incompatible with _Ice King_.

Duck Duck Goose
Prerequisites: Huntsman 1
You can evade attacks of opportunity.

Elemental Affinity
Reduces the AP cost of an ability by -1 when standing on a surface of the corresponding element. Note that this does not work with abilities which only cost 1 AP.

Elemental Ranger
Prerequisites: Huntsman 1
Basic ranged attacks inflict bonus elemental damage when the target is standing on a surface (i.e. bonus fire damage if the enemy is standing on a fire surface, bonus physical damage if the enemy is standing on a blood surface).

Escapist
You can flee combat even when enemies are right next to you.

Executioner
Prerequisites: Warfare 1
Once per turn, receive +2 AP after killing an enemy. Incompatible with _The Pawn_.

Far Out Man
Increases the range of skills and scrolls by +2m. Does not affect melee and touch-range skills.

Five Star Diner
Doubles the effects of food and potions.

Glass Cannon
You start every combat round with maximum AP, but Magic and Physical Armour do not protect you from status effects. Incompatible with _Lone Wolf_.

Guerrilla
Reduces the cost of entering sneak mode by -1 AP and increases attack damage while sneaking by +40%.

Hothead
+10% Critical Chance and +10% Accuracy while at maximum Vitality.

Ice King
Prerequisites: Hydrosophist 1
Grants +15% Water resistance and +10% maximum Water resistance. Fire resistance is reduced by -15%. Incompatible with _Demon_.

Leech
Heals you while standing on a blood surface.

Living Armour
Adds 35% of all healing you receive from skills or consumables to Magic Armour.

Lone Wolf
Provides +2 Max AP, +2 Recovery AP, +30% Vitality, +60% Physical Armour and +60% Magic Armour. Doubles points invested in Attributes (up to a maximum of 40) and Combat Abilities other than Polymorph (up to a maximum of 10). These bonuses only apply when adventuring alone or with a single companion. Incompatible with _Glass Cannon_.

Mnemonic
Grants +3 Memory.

Morning Person
You have full health when resurrected.

Opportunist
You can make attacks of opportunity.

Parry Master
You have +10% Dodging when dual wielding.

The Pawn
Prerequisites: Scoundrel 1
Grants 1 AP worth of free movement per turn. Incompatible with _Executioner_.

Pet Pal
You are able to talk to animals.

Picture of Health
Prerequisites: Warfare 1
You gain +3% Vitality for each point invested in Warfare.

Savage Sortilege
Gives all magical skills a Critical chance equal to your Critical chance score.

Slingshot
Adds an extra 5m range when throwing grenades.

Stench
NPC attitude is decreased by -25 but melee opponents are less likely to target you in combat.

Torturer
Certain damage-over-time statuses inflicted by you are not blocked by armour and have their duration extended by one turn: Acid, Bleeding, Burning, Death Wish, Entangled, Necrofire, Poisoned, Ruptured Tendons and Suffocating.

Unstable
When you die, you explode and inflict 50% of your maximum Vitality as physical damage in a 3m radius.

Walk It Off
Reduces all status durations, including positive statuses, by 1 turn. Does not affect statuses with a duration of 1 turn.

What a Rush
Increases your recovery and maximum AP by +1 when below 50% health.

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